I will probably focus more on the underground, houses and PVE soon, after fixing the issues with multiplayer. Temperature is new and very harsh because campfire making is limited (you can find twigs and light them with matches, but they can't burn in the snow or rain, and there aren't many places that provide cover that aren't flammable floors). Thanks for playing!
Panical
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The blocks are very big compared to the player, compared to minecraft, which makes walking sluggish. The weak jump also forces you to be humiliated if you try to navigate terrain or go for the time bonuses in the domes. The focus is on flying, but you also mix it with landing to get the time bonuses, which kills your velocity, and I couldn't get back up to speed easily and satisfyingly enough to escape the onslaught of squids. Maybe the bonuses should be shootable?
I didn't understand what the red rhombussies are, and why they sometimes exist in the top left and top right alongside the squid icon. Originally I thought they were incoming projectile attacks after killing enemies, due to their colour. But it seems that all squids give them after dying. I didn't understand why the last squid of a group turns red and if its behaviour changes? I personally think it would be nice if squids shot ink or something to cover themselves but also retreated in the process. Think of the minecraft squid animation. To give you some breathing room and a chance to even lose them in terrain.
The ladder coming down is decently communicated with enough glow and being visible in the sky. Maybe it could have a grappable hitbox, and a directional 3D sound (like a chain?) as it descends. Even though the level 0 bell always spawns in front of you, I had to find that out in the comments here. It seems the bell could have more indication as to its location - if not an on screen arrow, then maybe the bell should change the nearby terrain into a unique material/biome? The performance being so good allows for epic particle effects across the whole world or bosses like someone said. More intelligent dogfighting around terrain and not just small enemies?
The bullets colliding a bit liberally is good. By flying around I guess I accumulate all the squids, and can't shake them off. I think the shotgun comes too late, and I only almost beat level 1 with the gun cheat, and even then died after shooting the bell. I think level 1 should be easier considering it's the first time you're forced to fight enemies and you want the game to ramp up into 30 minute runs (if I understood the page correctly. Because players certainly aren't beating this 30 minutes after first touching it). So while curious for the rest of the levels it would take a couple more hours for me to progress past the many squids required in level 1. I would like it if enemies were introduced gradually in levels, maybe with new themes for the whole world, maybe different generation style and colouring/biomes, so it still gets hardcore and exposes my skill issue, but I can at least think "hey, I reached the snow level this time". It would make levelling more interesting and make me excited to discover new things. Think of the binding of isaac with its different layers connected by ladders, or the backrooms. Has potential

I stuck around for the subtle off white colouring and romance and reached the end.
Not usually my type of game especially without any choices. Will there be choices in the future?
The whole carbon and silicon and main character thing was confusing to me but I think I understood enough.
Cool fonts, 3D renders, wireframes, colour palettes. Pretty grim concepts and nice mental images of things like mutated bones, I enjoyed those. Would love to see the contrast between romance and terror continued.

